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Check out the Half-Life Editing Resource Center for all your map making needs:
http://halflife.gamedesign.net

Check out the Department of Engineering for all your map testing needs:
http://halflife.lowlife.com

Check out these sites for all your map reviewing needs:
http://www.planetfortress.com/radium
http://mutilation.lowlife.com

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REVISION HISTORY:

scrumh1: Initial BETA for playtesting

scrumh2: Secondary BETA for playtesting
Widened and streamlined the internal structure of the bases.
Added many sniper holes.
Increased light levels of all internal areas.
Added water tubes
Increased floor height of fortress to restrict water access.
Added teleports from center to fortress.
Added teleports from fortress to center (when team controls center)
Removed funky "bunkers" in center arena.
Restructured the center arena.
Added ladders to upper levels in center arena.
Fixed "sticking" places on signs and under bridges.

scrumh3: First release to public (DoE) for playtesting and feedback.
Added point bonus for taking an arena from the enemy.
Added "Scrummage Imminent" sound.

scrumh4: Final internal beta test at LAN party.
MASSIVE retexturing and restructuring.
Easier to Defend fortresses.
Slightly less Symetrical layout.
More modern texuring theme.
Added light sources.
Added glowing touch pads
Used Hint Brushes to help streamline vis areas.
Removed SLIME in the crevasse and changed to a teleport back to fort.

scrum: Final public release.
Added SCRUM! and CENTER signs in fortresses.
Created better scrum.txt file for initial game instructions.

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KNOWN PROBLEMS:
The r_speeds can get a little high (right at 700) in a couple spots in the
colored arenas. I did everything I could to reduce them. r_speeds were over
1000 when I started trying to optimize the level. All other places never get
over 600 and is often WELL below that.

I wanted to impliment dynamic lighting (lights change color to match the
controlling team) but I never got around to learning it. I REALLY wanted
to move on to another project.

Please unzip the archive into the TFC directory.
The directory information was saved during archiving.
If you should goof that up, here is the complete list of files
and the locations they should be placed into.

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PLAY INFORMATION

Simple Overview:
Work with a teammate to take control of the Arenas. You and a teammate must
stand on the touch pads SIMULTANEOUSLY in order to take control of an arena.
Scoring is based on length of time stations are held and their proximity.
The arenas must be taken in order moving away from your fortress. Your enemy
is moving in the opposite direction. If you lose control of an arena to the
enemy, you must back up and take it back in order to continue.

Once you control all three arenas, make a final assault into the enemy fortress.
One person must step on the pad marked "SCRUM!" inside their fortress. This
will give your team a bunch of points, reset all arenas and respawn both teams.

The Details:
There are two fortresses and 3 arenas. The arenas are named Red, Center
and Blue -- Corresponding to the fortress closest to them. When you step on
a pad in an arena, your teammates will get an audio cue requesting help in
that arena. This is the best I could do for those who don't bother to read
this file.

There is health and resupplies available inside of each respawn room. The
resupplies are arranged in three lines inside the respawn room. It is only
necessary to run over a single line to get COMPLETELY resupplied (excepting
health). You don't have to run around in circles. This is to help get
people out of the respawn room quickly after a SCRUM!

Extra supplies are available in the arenas but only for the team that
currently controls that arena.

There is some health in the center arena and in the upper transition between
fort and arena.

The center teleportals take you back to your own fortress.
The teleportal in your fortress takes you to the center, but ONLY if your
team is currently in control of the center.

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OTHER INFO:

If you are in the Central Washington State area and are interested in joining
the PC Gamers Society for some regular LAN party grooviness, see my web site.

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THANKS TO:
The PC Gamers Society: http://www.pcgs.org
I get all of my map making inspiration from them. They are also the most
willing PlayTesters I've ever had the honor of working with.

My wife and son for their patience as I abandon them for map making.

Chris "Stinger" Hansen for his patience when I just wanted to talk and bounce
ideas off of him. "You're the greatest, man!"